Search found 504 matches
- Wed Jun 18, 2025 9:22 am
- Forum: General discussion
- Topic: Have you ever used the sandbox mode ?
- Replies: 8
- Views: 957
Re: Have you ever used the sandbox mode ?
Yes, I use editor mode in the sandbox.
- Fri Dec 06, 2024 11:30 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
$-junctionBraveCaperCat wrote: Fri Dec 06, 2024 10:41 am I'd call it the S-Junction because the elevated rails almost make an S shape.

- Fri Nov 22, 2024 7:15 pm
- Forum: Not a bug
- Topic: [2.0.13] Bitter attacking rocks
- Replies: 8
- Views: 822
Re: [2.0.13] Bitter attacking rocks
Once a target has been acquired it sticks to it until dead or no longer valid. To do anything else would mean constant scanning for new targets which will waste CPU time in 99%+ of the cases.
No need to scan for new targets, the character can emit a signal "wake up, im here" for enemies within a ...
- Fri Nov 22, 2024 6:40 pm
- Forum: Not a bug
- Topic: [2.0.13] Bitter attacking rocks
- Replies: 8
- Views: 822
Re: [2.0.13] Bitter attacking rocks
I think that an uncovered character standing next to a biter is a higher priority target than rock. Could you respond whether this statement is meaningful when describing behavior of the biters.
- Sat Nov 16, 2024 4:21 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
maybe we should also show the score in everything test besides it?
I think, no :). If trains use U-turns frequently, it means there is something wrong with a railway. U-turns should be a rare exception, this is why I didn't try to make them fast. Of course, there should not be any deadlocks ...
- Mon Nov 11, 2024 11:18 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
Yes, I can rename. Both the intersection you posted deadlock. For intersections with U-turns, they should be tested with the Everything test. Actually so does the first one you posted, so I'll take them off the site untill they don't deadlock.
I fixed my intersections. I updated images and ...
- Mon Nov 11, 2024 1:18 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
Thank you, I found it. That button is almost invisible to meFactoriointersection wrote: Mon Nov 11, 2024 1:12 pmI show it in this video.
https://www.reddit.com/r/factorio/comme ... testbench/

- Mon Nov 11, 2024 1:09 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
I still don't get, where are these settings, which mod? Is there some url explaining these particular settings?Factoriointersection wrote: Mon Nov 11, 2024 12:10 pm In settings you can choose between "Testbench forum test" or "Everything test".
- Mon Nov 11, 2024 10:16 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
What is Everything test?Factoriointersection wrote: Mon Nov 11, 2024 7:26 amFor intersections with U-turns, they should be tested with the Everything test.
- Sun Nov 10, 2024 11:29 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
I mostly use "T" intersections, I made these compact and symmetrical. Like all my real-game intersections, they support U-turns.
For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersections were also tested for U ...
For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersections were also tested for U ...
- Wed Nov 06, 2024 2:31 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 15
- Views: 4622
Re: Increase spoilage timer
Of course, we expect some discussion here.
Or, this topic may be just N+1 voice saying "Gleba is too hard". There already are many discussions about that. I'd just like to ask more one question: are most players as skilled as those who say "Actually Gleba is good"?
- Wed Nov 06, 2024 2:11 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 15
- Views: 4622
Re: Increase spoilage timer
While you are correct in saying that people may be unaware of the setting, posting a topic in "Balancing" doesn't mean "too hard for me", it means "may be too hard for most players." This implies correcting the default setting, not just the ability to set individual settings.
- Wed Nov 06, 2024 1:08 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 15
- Views: 4622
Re: Increase spoilage timer
"Balancing" is about the changes that may work better for all players with the default setting. Extreme players can reduce this setting for themselves.mmmPI wrote: Wed Nov 06, 2024 1:01 pm there is an ingame setting during map generation to increase the spoilage time
- Tue Nov 05, 2024 2:49 pm
- Forum: Not a bug
- Topic: [2.0.13] Bitter attacking rocks
- Replies: 8
- Views: 822
Re: [2.0.13] Bitter attacking rocks
It seems the devs stop responding once topic has been moved to "not a bug" 

- Mon Nov 04, 2024 10:48 pm
- Forum: Not a bug
- Topic: [2.0.13] Bitter attacking rocks
- Replies: 8
- Views: 822
Re: [2.0.13] Bitter attacking rocks
Thanks for the report however that is working as intended. They will attack anything that is not their own that's in the way. In this case the rock got in the way so they will remove it.
Got the same issue. Shouldn't they switch to a character if passing nearby? I got a busy biter that ...
- Mon Nov 04, 2024 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Add more decimal places in assembler tooltip
- Replies: 12
- Views: 1813
Re: Add more decimal places in assembler tooltip
Exact numbers (per second and per minute) can be showed elsewhere, say, by pressing a button here:xargo-sama wrote: Tue Oct 22, 2024 3:16 pm I will be upfront about this, unless someone shows me a compelling way to fit more digits in there without bleeding out of the icon space
- Sun Nov 03, 2024 4:44 pm
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 59
- Views: 72949
Re: 2.0 Intersection Compendium
There are mods for that: RailTester and TestbenchcontrolsMaelstromeous wrote: Sun Nov 03, 2024 1:50 pm Slightly off topic but how are you guys getting the stats for your intersection throughputs like in the image here?
- Thu Oct 31, 2024 10:52 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 494
- Views: 308255
Re: 3 and 4 way intersections
I designed an intersection that allows U-turns without a roundabout. I need the U-turns for a character train that runs here and there.
For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersection was also tested ...
For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersection was also tested ...
- Wed Oct 30, 2024 11:02 am
- Forum: Gameplay Help
- Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
- Replies: 6
- Views: 1764
Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?
In your setup you need a chain signal before the split if you seek for the best performance. The train should wait before the split because it is not known which branch will be free first.
- Thu Oct 24, 2024 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Ghost entities in 2.0 are hard to distinguish
- Replies: 11
- Views: 1520
Re: Ghost entities in 2.0 are hard to distinguish
Possible solution: color differences (not all colors) can be expressed stronger in a blueprint.
For this, need to calculate average colors for all assemblers (inserters, chests etc), calculate difference with the required assembler type for each pixel. Larger difference -> larger opacity in the ...
For this, need to calculate average colors for all assemblers (inserters, chests etc), calculate difference with the required assembler type for each pixel. Larger difference -> larger opacity in the ...